Dienstag, 5. Juni 2018

Developer Diary 85

Over the last two months I have been working on the following things:

- I incorporated updates for UE 4.18 and Oculus VR that eventually let me check the FPS again without engine load. Since I found that with this new landscape I couldn't keep 90 FPS regardless of optimization I had to downgrade my landscape models again.






- With UE 4.18 Epic's crew changed the way in which foliage culling works for all instances, so I learned how to adjust each foliage material to the new culling code and adjusted all 53 foliage models and their materials. Thank you Epic. Thank you so much. And by the way: The code displayed in the official Unreal Engine documentation is wrong. It actually looks like this:






- I wrote blueprints for Butterflies, Birds and Dragonfly AI. They swarm around the player when he is close to a spawn point and they look beautiful in VR. In order to stay on 90 FPS at all times I had to minimize their movement and tie their code and creation blueprint to the event tick.







- I'm currently working on an overhaul of the palace models. At first I wanted to create custom LODs for them, but now that I have rebuilt one of those models I realized I could minimize polycount drastically if I rebuild them from scratch. It is a lot of work, but it leads to a much more smoother overall look, great LODs and larger palaces at 90 FPS.



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